Double Dragon/Cheng-Fu

From SuperCombo Wiki

Introduction

Birthplace - Hong Kong

Height - 5' 9"

Weight - 167 lbs

Fighting Style - Suihassenken

Interests - Sake

POW: 3

SPD: 3

DEF: 3

Strengths Weaknesses
  • Combo Master: Cheng-Fu has incredibly high combo damage, especially after a jump-in.

  • Abundance of Defense: Cheng-Fu has three different invincible reversals, very fast abare buttons, and a counter special move. His wakeup game is perhaps the best of any character's, and he can break out of pressure with ease.

  • Best Throw in The Game: Cheng-Fu's throw instantly stuns the opponent, allowing him all the time in the world to set up a max damage jump-in combo.

  • Lack of Safety: Although his defensive options are plentiful, they are all highly unsafe on block. Cheng-Fu's moves can put him into very very bad situations if used irresponsibly (just like alcohol!).

  • No Air Throw: Cheng-Fu's ground throw game may be powerful, but his air throw game is literally nonexistent. He can be camped out quite effectively, especially by faster characters.


Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Chengfu5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1330 2 - - H/L Yes - -


Close 5A
ChengfuCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1330 3 - - H/L Yes - -

Because of the negative edge system in Double Dragon, you will basically always get the 5AA command normal after this unless you hold the A button down to prevent it.


Far 5B
Chengfu5b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 2660 6 - - H/L Yes - -

A solid mid poke, good range and startup and doesn't whiff on crouchers.


Close 5B
ChengfuCLb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 2660 5 - - H/L Yes - -

Shares an animation with 421X. Like all of Cheng-Fu's close normals, has a command normal extension.


Far 5C
Chengfu5c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 3990 12 - - H/L Yes - -

Further range than 5B, but a lot slower. Hits behind Cheng-Fu as well, if you can somehow engineer that situation.


Close 5C
ChengfuCLc.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 2660 6 - - H/L Yes - -

Pretty low damage for a close C normal, but 5CC gives it a bit of extra punch.


Far 5D
Chengfu5d1.png
Chengfu5d2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 5684 (2660+3084) 8 - - H/L, H/L Yes (1st hit) - -

A two-hit advancing attack, great for links in jump-in combos, especially after stun. Second hit is not overhead despite appearances.


Close 5D
ChengfuCLd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 2660 8 - - H/L Yes - -

Possibly the lowest-damage Close 5D in the game. Interestingly, this move actually has two separate hitboxes, one on the hands and one on the feet, but they appear to share the same properties. Basically always a good idea to use 5DD after this.


Crouching Normals

2A
Chengfu2a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2A 1330 2 - - H/L Yes - -

2f jab, good abare button like many others but has very short range. Link this into 2D for a decent damage confirm.


2B
Chengfu2b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2B 2660 6 - - H/L - - -

A fine mid poke. Decent range but doesn't hit low.


2C
Chengfu2c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2C 3990 10 - - L Yes KD -

Something closer to most other character's 2Ds. Cheng-Fu's least remarkable grounded button, scores a knockdown with okay damage and okay reach.


2D
Chengfu2d1.png
Chengfu2d2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2D 4676 (2660+2016) 8 - - H/L, L Yes KD -

Very good startup, great range, and both hits can be cancelled. Excellent button all around, serves as an easy and consistent way to combo into Cheng-Fu's Ranbu super.


Aerial Normals

Neutral J. A
Chengfu8a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8A 1330 3 - - H N/A Variable Variable


J. A
Chengfu79a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9A 1330 3 - - H N/A Variable Variable


Neutral J. B
Chengfu8b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8B 2660 6 - - H N/A Variable Variable

Tiny range, avoid this one.


J. B
Chengfu79b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9B 2660 9 - - H N/A Variable Variable

Cheng-Fu clasps his hands together and swings them downwards. Hits the furthest below Cheng-Fu of any of his jump-ins.


Neutral J. C
Chengfu8c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8C 3990 6 - - H N/A Variable Variable

Silly looking split kick, highly active but low range.


J. C
Chengfu79c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9C 3990 7 - - H N/A Variable Variable

Awesome crossup hitbox and solid range. Great all-purpose jump button.


J. D
Chengfu789d.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9D 5320 19 - - H N/A Variable Variable

Slower, beefier version of J. C. This is the gateway to Cheng-Fu's incredible combo game, use it after any successful throw to start big damage.


Command Normals

Close 5AA
ChengfuCLaa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5AA 1330 3 - - H/L Yes - -

Quick downwards hand strike, not much to say about this one.


Close 5BB
ChengfuCLbb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5BB 1330 3 - - H/L Yes - -

Identical to 5AA.


Close 5CC
ChengfuCLcc.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5CC 2660 4 - - H/L Yes - -

Basically just bonus damage for close 5C.


Close 5DD
ChengfuCLdd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5DD 3990 8 - - H/L Yes - -

Good damage with high pushback. Most of Cheng-Fu's specials are unsafe on block so this is a solid way to end pressure instead.


Pursuit
2X when opponent is stunned (KD)
Chengfuprst.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2X 7600 74 - - N/A No KD -

Cheng-Fu's universal pursuit attack.


Throws

Sake Spit
4/6B/C/D
Chengfuthrow1.png
Chengfuthrow2.png
Chengfuthrow3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6B/C/D 0 1 - 0 N/A No Stun N/A

Cheng-Fu takes a swig of his special brew and spits it in the opponent's face. An extraordinary throw that is integral to Cheng-Fu's gameplan. On hit this will instantly stun the opponent, allowing Cheng-Fu tons of time to set up a highly damaging jump-in combo with no worry of retaliation. Makes Cheng-Fu's punish game incredibly deadly, as like all throws it has instant startup.


Special Moves

Sui Koretsuda
236X
Chengfu236X2.png
Chengfu236X3.png
Chengfu236X4.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 236A 6426 (1330+1064+4032) 14 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 236B 7434 (1330+1064+1008+4032) 16 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 236C 8218 (1330+1064+1008+1008+3808) 18 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 236D 9170 (1330+1064+1008+1008+952+3808) 20 - - H/L Into KD -

Cheng-Fu advances with multiple hand strikes, ending with a ki-infused 5C that knocks the opponent down. Stronger versions are slower but add additional hits to the combo. The safest of Cheng-Fu's specials, but on the slower end and has fairly limited range. Deals fantastic chip damage, useful for closing out rounds.


Hishou Kyaku
214X
Chengfu214X.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 214A 6080 6 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 214B 6840 7 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 214C 7600 8 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 214D 8360 9 - - H/L Into KD -

Cheng-Fu catapults himself forwards with a flying kick. Invincible on startup. Travels in a downwards arc, stronger versions hit harder and fly much further. A reversal special with good damage and extremely long range, can combo consistently off of basically any of Cheng-Fu's buttons. Very unsafe at close range but can be spaced to mitigate the risk.


Kouryuu Kyaku
623X
Chengfu623X1.png
Chengfu623X2.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 623A 6080 5 - - H/L, H Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 623B 6840 5 - - H/L, H Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 623C 7600 5 - - H/L, H Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 623D 8360 5 - - H/L, H Into KD -

Cheng-Fu rises into the air with a side kick, then descends with an axe kick while landing on his back. Invincible on startup. Stronger versions deal more damage and rise higher into the air. This is a more traditional DP-style reversal for Cheng-Fu, with the interesting bonus of a second overhead hit on the way down. Highly unsafe on block, so use this only when you're confident it will land. Both hits can connect in one use, but this requires very specific spacing and is not consistent.


Suiryuu Raku
421X
Chengfu421X1.png
Chengfu421X2.png
Whiff
Chengfu421X3.png
Chengfu421X4.png
Hit
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 421A 6080 3 - - N/A Into KD N/A
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 421B 7220 3 - - N/A Into KD N/A
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 421C 8360 3 - - N/A Into KD N/A
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 421D 9500 3 - - N/A Into KD N/A

Cheng-Fu takes a defensive stance; if the opponent strikes him during this move he grabs them and tosses them overhead. Stronger versions deal higher damage and send the opponent further, but have fewer active frames. A pretty niche special without a ton of use since it isn't instant and Cheng-Fu has a lot of other, more consistent defensive options. Deals good damage for what it's worth.


Super Moves

Suiko Yuushou
236XX
Chengfu236XX1.png
Chengfu236XX2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
236XX 7266 19 - - H/L Into/Yes - -

Cheng-Fu strikes a pose before performing seven advancing hand strikes. Can be freely cancelled into normals or specials at any point in its animation. Deals low damage in a vacuum but the cancel property allows you to add on whatever you want to the end. A unique super with great utility, very flexible in terms of how it can be inserted into blockstrings or combos.


Suiko Ranbu
623XX
Chengfu623XX1.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
623XX 14648 (256*8, 12600) 16 - - H/L Into KD -

Cheng-Fu dashes towards his opponent and performs a quick string of rapid-fire attacks, ending in a powerful Kouryuu Kyaku. A classic SNK-style Ranbu super, deals great damage, travels far, and fully invincible. Another strong reversal, and very easy to combo into while dealing great damage.


The Basics

Cheng-fu is a heavy rushdown with all the tools and moves he needs in his arsenal. With outstanding ground pressure, Cheng fu could end his opponent immediately within 1 stun

His 623X and 214X makes it really good with wakeups and reversals

Combos

2A 2A 5B 214X

2A 2B 236A/B/C

8D 5B 5D 5A 2D 623AB

66C 5D 236AB

2A 2A 2A 5B 214X

Combo Launchers:

8D 5D

8D 5C

8D 66C

Intermidiate: 8D 5Cx2 5B 66A 5B 236AB 2A 5D 214X

8D 5Bx2 5D 5A 5D (loop until death)

Color List

Dd95colorschengfu.jpg

Game Navigation

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Cheng-Fu
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